From ioq3:
Fix circumventing sv_maxping restriction, thanks to Amanieu for reporting. http://bugzilla.icculus.org/show_bug.cgi?id=3423
This should be the correct fix for, https://github.com/Razish/OpenJK/commit/49abb2c93f2c38ee036933a2fee8fd089029cace
And prevents getting around sv_maxping.
Forgot to remove this line with previous commit.
Further protection from malicious servers during connect:
- Clients set challenge earlier, sends this challenge with getchallenge request.
- Servers will read this and send back with challengeResponse.
- Is fully backwards compatible with old servers and old clients.
- Removed ipAuthorize packet stuff from server code, there is no auth server in JA.
Fixed NPC crash due to local pointers not updating
Added pmove_float
Automatically adjust field of view on widescreen resolutions
Renderer refentity number usage cleanups from ioq3.
Few renderer patches merged from ioq3 (bmodels >= 1024 causing crash, etc)
Small cleanups in renderer (use of ARRAY_LEN and few other things)
[Minor] turned profiling on in the VC project, for those that want to do performance analysis
Merge branch 'master' of https://github.com/Razish/OpenJK
Removed last traces of FF code from JK2 carryover.
Initial Work Towards 64-bit patch
Still likely will have issues if you try to build 64
Filesystem and model code are likely big culprits too
Made water wetter

(yavin swamp water fix, haven't sorted fog yet though)
Try to sort the spawn and field arrays on first call. (Testing for linux)
Revert "Try to sort the spawn and field arrays on first call. (Testing for linux)"

This reverts commit f14f075b8eb69b2abe04767a400b0961a611ed7a.
Revert "Analog joystick improvements to walk animation (caution: slight pmove change, nothing to worry about though, promise)"

This reverts commit 12dcfc4f5f7992b59a3b15f52bf45303f50e3142.
com_developer as a cvarname does not exist, gfxinfo on launch is nice.  Why was it removed for normal startups during modular renderer migration?
Adds r_mode -1 and r_mode -2 to /modelist
Fix for issue #114
Changed ForceJump to explicitly set groundEntityNum to ENTITYNUM_NONE.

On high server's framerate the code for detecting NPC jumps can be run multiple times before the NPC's think function is executed.
So the NPC does not get time to detect that it has left the ground before it would again check for a jump, resulting in incorrect velocity for the jump.
Merge pull request #194 from xScooper/master

Fix for issue #114